StretchWell

Most stretching apps tell you what to do. StretchWell starts by asking where it hurts. The app uses visual body-scanning and AI-generated routines to give people with chronic pain or physical tension a personalized path to relief — without requiring clinical knowledge, a gym membership, or an anatomy degree.

Work For

Digital Product Design Studio

Tools

Figma, Figma Make, Maze UX

Skills

Concept development, user journey mapping, information architecture, interaction design, prototyping

Year

2025

StretchWell app screens for personalized stretching routines.

Stretching apps exist in abundance, but they solve the wrong problem. Yoga apps assume you already know what you need. Physiotherapy tools are clinical and intimidating. Generic routines ignore the fact that someone's lower back pain on a Tuesday morning has nothing to do with their shoulder stiffness on a Friday night. The goal was to answer:

How might we give individuals the autonomy to address their body pain with targeted stretches?

PLACEHOLDER: App concept idea card showing value proposition, HMW question, concept overview, differentiators, and ethics guardrails. (stretchwell-1.png)
PLACEHOLDER: App concept idea card showing value proposition, HMW question, concept overview, differentiators, and ethics guardrails. (stretchwell-1.png)

The Problem

There was no tool that started with the individual's body, in real time, and built a routine around it. The value proposition was precise: for people with body pain, this app creates a stretching regiment using visual analysis methods — unlike gym or yoga apps that expect you to already know what you need.

PLACEHOLDER: Release Capability List — structured grid mapping features to release phases. (stretchwell-2.png)
PLACEHOLDER: Release Capability List — structured grid mapping features to release phases. (stretchwell-2.png)
PLACEHOLDER: Final presentation slide deck cover or summary slide signaling the project was taken to completion. (stretchwell-13.png)
PLACEHOLDER: Final presentation slide deck cover or summary slide signaling the project was taken to completion. (stretchwell-13.png)

Concept Development

Two differentiators shaped every subsequent decision: eliminating the static pain diagram by replacing it with visual recognition, and generating fully custom routines rather than fixed programs. Ethics guardrails were identified in parallel — responsible data handling for body scans, respect for physical limitations, and clear audio feedback during stretching.

PLACEHOLDER: User Journey Map — full horizontal grid spanning all 7 stages for a first-time user creating a stretching routine. (stretchwell-3.png)
PLACEHOLDER: User Journey Map — full horizontal grid spanning all 7 stages for a first-time user creating a stretching routine. (stretchwell-3.png)

Mapping the Journey

The journey map tracked actions, thoughts, and emotional state across seven stages — from opening the app to completing a custom routine. It revealed two critical branch points: a user declining camera permissions (requiring a manual fallback), and a user rejecting the AI-generated routine (requiring re-generation or a basic routine option).

sketch1: Initial sketch page 1 — home screen with friendly intro, profile, carousel of options, gamified CTA, and bottom navigation. (stretchwell-5.png)
PLACEHOLDER: Initial sketch page 2 — setup flow with body diagram, pain point markers, intensity slider, progress bar, and confirm routine screen. (stretchwell-6.png)

Sketching the Structure

The home screen centred on a gamified call to action — a daily stretch ring alongside a carousel of options to reduce friction at the point of habit formation. The setup flow used breadcrumbs and a progress bar to make a multi-step process feel navigable. The confirm routine screen used autoplay video to preview each stretch before committing.

Lo-Fi Prototype

The lo-fi prototype validated the information architecture before any visual design investment — specifically the onboarding sequence, pain-point selection interaction, and routine confirmation layout. Realistic copy replaced placeholder text from the first wireframe onward, forcing real decisions about label hierarchy, button phrasing, and error states.

PLACEHOLDER: Lo-fi prototype screenshots — pain-point selection screen and confirm routine screen shown side by side. (stretchwell-7.png)
PLACEHOLDER: Lo-fi prototype screenshots — pain-point selection screen and confirm routine screen shown side by side. (stretchwell-7.png)
PLACEHOLDER: Lo-fi prototype screenshots — pain-point selection screen and confirm routine screen shown side by side. (stretchwell-7.png)
PLACEHOLDER: Lo-fi prototype screenshots — pain-point selection screen and confirm routine screen shown side by side. (stretchwell-7.png)

Design System

Four semantic palettes — Curated, Targeted, Repair, and Secondary — each with ten tonal steps, let the UI communicate intent through colour rather than text. Typography followed a strict two-level hierarchy: Screen styles for primary content and Card styles for compact components. Cabinet Grotesk was chosen for its rounded, approachable character.

PLACEHOLDER: Typography specimen — Screen and Card type scales side by side with Cabinet Grotesk specimens. (stretchwell-9.png)
PLACEHOLDER: Typography specimen — Screen and Card type scales side by side with Cabinet Grotesk specimens. (stretchwell-9.png)
PLACEHOLDER: Design system color grid — four palette rows (Curated, Secondary, Targeted, Repair, Grey) each with 10 tonal steps. (stretchwell-8.png)
PLACEHOLDER: Design system color grid — four palette rows (Curated, Secondary, Targeted, Repair, Grey) each with 10 tonal steps. (stretchwell-8.png)
PLACEHOLDER: Final presentation slide deck cover or summary slide signaling the project was taken to completion. (stretchwell-13.png)
PLACEHOLDER: Final presentation slide deck cover or summary slide signaling the project was taken to completion. (stretchwell-13.png)
PLACEHOLDER: Final prototype screens in iPhone mockup frames — home screen, pain point selection, and routine confirmation. (stretchwell-12.png)

What I Learned

The decision points that most shape the final product are made before any screen is drawn. The user flow work forced me to confront edge cases I would otherwise have discovered at prototype review — the rejected routine path, the permissions fallback, the loop logic for stretch monitoring. The design system investment paid back immediately once high-fidelity work began, allowing components to be assembled rather than rebuilt.

The next phase of this project would be usability testing with users who have chronic pain, specifically to validate whether the pain-point selection interaction and the AI routine output earn genuine trust.

PLACEHOLDER: Final prototype screens in iPhone mockup frames — home screen, pain point selection, and routine confirmation. (stretchwell-12.png)
PLACEHOLDER: Final prototype screens in iPhone mockup frames — home screen, pain point selection, and routine confirmation. (stretchwell-12.png)

Gallery

Additional
App Concept
Curated
Grey
Hero Transparent
Hero White
Repair
Secondary
Targeted
Color Scheme
Typography Copy
Typography
Iphone 16 Pro Extrusion 1
Iphone 16 Pro Extrusion 2
Iphone 16 Pro Extrusion 3
Iphone 16 Pro Extrusion 4
Iphone 16 Pro Extrusion 5
Iphone 16 Pro Extrusion 6
Iphone 16 Pro Extrusion 7
Iphone 16 Pro Extrusion 8
Iphone 16 Pro Extrusion 9
Iphone 16 Pro Extrusion
Mockup 1
Mockup 2
Mockup 3
Journey Map
Rcl
User Flow
Sketch 1
Sketch 2
Lofi
Midfi
Component 1